Combat Maneuvers

  • Aim: for each turn you do nothing else, you may add +2 to your attack. Max two turns of aiming. If attacked while Aiming, you get only Passive defense; any damage spoils your Aim.
  • Block: give up your Attack to use Brawl instead of Active Defense; -2 vs melee weapons.
  • Cautious Attack: -4 Attack, +2 Defense
  • Charge: Move, then Attack at +2; may only use Passive Defense,not Active
  • Disarm: Roll Melee or Brawl -2, or -4 if opponent is holding the item in both hands.
  • Dodge: use Athletics or Acrobatics in lieu of Active Defense; costs your Attack action
  • Grapple: Make a Brawl touch attack and compare your damage to his Strength
  • Parry: use your Melee rating in lieu of Active Defense; costs your Attack action.
  • Ready Weapon: costs your Attack action
  • Reload: reload a number of rounds equal to your Dex rating
  • Run: Instead of making an Attack, make a second Move. Defend normally.
  • Sprint: instead of making an Attack, you may take two Move actions and move at double speed on both—you move 4 times your normal speed. Passive defense only. May do this a number of turns = your Body rating.
  • Stand Up: costs your Attack action; move and defend normally.
  • Sweep: Make a Brawl or Melee attack at -2 for each target and each empty 5ft space between them. The attacker only gets Passive Defense.
  • Throw: as Grapple. Each point of excess damage may move the target 5ft.
  • Total Attack: Make one attack at +2, or two attacks (same or different targets) at -4. Attacker only gets Passive Defense.
  • Total Defense: costs your Attack action; get +4 to your Active Defense.
  • Trick : per GM
  • Trip: as Throw
  • Use Item / Use Skill: costs your Attack action to operate a simple machine or use a skill.

Combat Maneuvers

Red Hand of Mars Runehorn Runehorn